View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002004 | AI War 1 / Classic | Suggestion - Balance Tweaks | Dec 11, 2010 4:00 pm | Dec 20, 2010 12:28 pm | |
Reporter | Vinraith | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.049 | ||||
Fixed in Version | 4.052 | ||||
Summary | 0002004: Mining Golem might need a boost | ||||
Description | A single, less-than-full transport full of mixed-mark bombers takes one down in a few seconds, is that intended? | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
duplicate of | 0001438 | resolved | Chris_McElligottPark | Mining Golem a bit anticlimatic |
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you can take them out with mk1 siege starships with no issue at all. (siege outrange them) edit give it something stupid like 10k radar damping, with 11k attack range and insane dps.. Basically, if you want to kill it, its gonna cost you :p |
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Yeah, this could definitely stand to be a lot more formidable. I don't think you want to change the timer, simply because of the "getting to it" issue, but it should be a lot harder to kill than it is. |
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Time for a bit of a reimagining, I agree: * Mining Golem attack power has been increased 10x, armor has been decreased 3x. Health of the mining golem has been increased from 40m to 120m. ** When mining golems explode, they now destroy the planet and all the resource points, but no ships. This means that there is no risk of AI Progress increase from them, they just cut off access to resources. ** Mining golems are now only seeded on planets in player territory, or within one hop of player territory. ** Instead of a single mining golem per planet, it is now one per human player in multiplayer games. ** Instead of a single planet getting a mining golem at once, three planets all get them at the same time, now. ** Mining golems are now spawned every four hours (or so), rather than every 8ish hours. ** The net effect here is that with this minor faction on, you'll have planets exploding and sometimes you'll just need to let them explode. This can put crimps in your and/or AI supply, and can also put the pressure on in terms of resource availability. |
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Oh, and: * Mining Golems also now have 10k radar dampening. |
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*Mining golems are now only seeded on planets in player territory, or within one hop of player territory. Hmm. With the other steps you've taken I can see why this is necessary, but my favorite thing about the mining golem was having to figure out how to get to where it was if I wanted to save that planet. I'll try the new version, of course, but it's certainly a radical change. |
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Well, I figured that was basically too similar to the rebel human colonies. |
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Yeah, I can see the point. Like I said, I obviously need to play them in their new configuration before coming to any conclusions. I can see how they could be very interesting this way. |
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I'm certainly open to changes, at any rate. |
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Of course, which is why you guys are great. :) |
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Thanks. :) |
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The new version of this is interesting. I've been through two "cycles" of it now, and for the most part I think it works fine as is. With the ships always spawning nearby, though, I'm not sure 90 minutes is remotely necessary anymore. Maybe 30 would be more appropriate? |
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Great! And, great idea on lowering the timer, that's in for the next release. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 11, 2010 4:00 pm | Vinraith | New Issue | |
Dec 11, 2010 4:01 pm | Vinraith | Summary | Mining Golem could use a boost => Mining Golem might need a boost |
Dec 11, 2010 11:35 pm | Vinraith | Category | Gameplay - Balance Issue => Suggestion - Balance Tweaks |
Dec 11, 2010 11:38 pm | Lancefighter | Note Added: 0006044 | |
Dec 11, 2010 11:39 pm | Lancefighter | Note Edited: 0006044 | |
Dec 14, 2010 10:40 pm | unclean | Relationship added | duplicate of 0001438 |
Dec 16, 2010 12:46 am | Vinraith | Note Added: 0006297 | |
Dec 17, 2010 12:16 pm | Chris_McElligottPark | Note Added: 0006358 | |
Dec 17, 2010 12:16 pm | Chris_McElligottPark | Status | new => resolved |
Dec 17, 2010 12:16 pm | Chris_McElligottPark | Fixed in Version | => 4.052 |
Dec 17, 2010 12:16 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 17, 2010 12:16 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 17, 2010 12:17 pm | Chris_McElligottPark | Note Added: 0006359 | |
Dec 17, 2010 1:45 pm | Vinraith | Note Added: 0006374 | |
Dec 17, 2010 1:48 pm | Vinraith | Note Edited: 0006374 | |
Dec 18, 2010 4:41 pm | Chris_McElligottPark | Note Added: 0006408 | |
Dec 18, 2010 4:45 pm | Vinraith | Note Added: 0006409 | |
Dec 18, 2010 4:46 pm | Vinraith | Note Edited: 0006409 | |
Dec 18, 2010 4:50 pm | Chris_McElligottPark | Note Added: 0006411 | |
Dec 18, 2010 5:54 pm | Vinraith | Note Added: 0006412 | |
Dec 18, 2010 9:32 pm | Chris_McElligottPark | Note Added: 0006419 | |
Dec 19, 2010 7:24 pm | Vinraith | Note Added: 0006427 | |
Dec 20, 2010 12:28 pm | Chris_McElligottPark | Note Added: 0006436 |